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Aces High box art
1980 Ranked #11,678

Aces High

World War I aerial wargame has pilots plot simultaneous maneuvers and complete missions from reconnaissance to bombing. Ace pilots can delay part of their movement, gaining a crucial chance to react to less skilled opponents.

Wargames Aviation / Flight Wargame Action Queue Grid Movement

Players

1-2

Play time

Not listed

Age

10+

Complexity

2.94/5

Rating

6.51

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The war in the air 1914-1918, published in The Wargamer Magazine issue 12 and later in a box.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The war in the air 1914-1918, published in The Wargamer Magazine issue 12 and later in a box. From the back of the box "Aces High is a simultaneous movement game that puts you in the cockpit, with only your own skill between you and your opponent's triumphant cry of "Flamer!" ". Includes data on 72 different types of aircraft. The data includes information on Speed, flying qualities, armament, ability to absorb punishment, etc. Aces High, although not as detailed as Wings, includes rules for stalls, spins, ropey (unreliable) engines, aircrew quality, spotting, archie (anti-aircraft fire), and more. Aces High even has rules for different types of missions, from photo-reconnaissance to balloon busting to bombing. The number of maneuvers is limited to banks, turns, sideslips, and half-loops. For example, there are no rules for Immelman turns or barrel-rolls, but the Immelman is accomplished just as in real life... a half-roll followed by continuous banking from the inverted position back to the upright position; a barrel roll is accomplished by a combination of banking and altitude changes during otherwise forward-flight. There is an interesting rule for ace pilots where the ace pilot can withhold (i.e. not write a movement plot for) a certain number of movement points. After the non-aces have completed their entire movement plot then the ace's can plot out the rest of their move and therefore react to the less-skilled pilots actions. The number of points the ace can withhold is based on the 'grade' of the pilot with a 'grade 5' pilot unable to withhold any points to a 'grade 1' pilot being able to withhold 3. Game related to Aces High: The American Aces

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
2
Play time
30 min
Age
10+
Complexity
2.9/5
Credits and catalog connections

Credits

Designers

1
Jim Hind

Artists

2
Roy Grinnell Rodger B. MacGowan

Publishers

3
3W (World Wide Wargames) Hobby Japan Simulation Games